Age | Commit message (Collapse) | Author |
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D1173 by @rdb
Support for 1,2,4 bit images
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This merges consecutive empty steps in the decoupled record function,
which can lead to fewer iterations in the scatter functions.
Only helps slightly though (1%), but doesn't hurt to have this.
Differential Revision: https://developer.blender.org/D873
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Use multiple threads for building the MIS table, if the
resolution is higher than 512.
Also replace division by cdf_total, with a inverse multiplication by
cdf_total_inv. This gives further speedup.
On my Macbook (8 CPU threads) this improves the time to build the table:
Resolution 4096: From 0.16s to 0.03s
Resolution 8096: From 0.61s to 0.11s
This especially helps to reduce the scene update time, when tweaking world
shader while viewport rendering is running.
Patch by Sergey and myself.
Differential Revision: https://developer.blender.org/D1159
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only instantiate the argument once,
so MEM_SAFE_FREE(array[i++]), won't cause incorrect behavior.
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Support for URL checker to use locally generated manual.
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by Manu Järvinen
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Also remove unneeded metadata
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without VBOs would return prematurely and leak.
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Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1167
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part of D1173 by @rdb, load BGR -> RGB
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This is not limited to normal maps, it's just that normal maps cause a
mix of interleaved vertex arrays + non interleaved vertex arrays + GLSL,
which could confuse the GL. Possible explanation is that it may be
clobbering the vertex index of the shader somehow but this is difficult
to know without extensive tests and the Mac is needed by Francesco in
the morning :).
Do brute force solution instead, just force legacy drawing on Macs when
VBOs is off. On the plus side VBOs work fine, so we should be fine when
we update.
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Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.
This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
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transparent, it will render sky/transparent, regardless of the "show
world setting".
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Forbid add quick fur operator from adding fur to objects in edit mode.
Fur is not visible for them anyway and because of local undo stack used
in edit mode tweaking values of this operator does not lead to proper
operator redo.
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This is totally broken, just making sure Blender does not crash and devs
can investigate other issues that are actually fixable.
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case a system does not support drawing to many framebuffers.
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The smoke obstacle detection was using a maximum distance for BVH
checks to find mesh elements that define boundary cells in the grid.
This BVH test was using an arbitrary value of 0.6 cell units. It should
be `sqrt(3)*0.5` to account for the maximum possible distance of mesh
elements inside a cell. Otherwise some cells that should form the
boundary are not detected as such (no closest mesh element found inside
the radius), so you get gaps in the smoke obstacle.
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bones' transformations.
Temp hack for until new depsgraph is here. Thanks the Joshua and Sergey for their help.
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The issue seems to be caused by the integer overflow. It's actually
still needed to investigate why exactly buffer contained such a huge
value, but the patch is still legit and seems to be solving the issue
just nicely.
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The issue was caused by mismatch in how aligned triangles storage was
filled in during BVH construction and how it was used during rendering.
Basically, i was leaving uninitialized storage for triangles when
there was deformation motion blur detected for the mesh. Was likely
some sort of optimization, but in fact it's still possible that regular
triangles would be needed for rendering.
So now we're storing aligned storage for all triangle primitives and
only skipping motion triangles (the deformation motion blur flag from
mesh is now ignored).
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Reporting mesh name is not really useful, since it's name does not
any relation with the original object/mesh names.
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This was a regression caused by attempts to fix T42844 and there were
some red-herrings which lead me to the wrong way to fix it. It's some
deeper issue than just interpolation offset, it's mainly how the node
resolution is being mapped to each other.
It could be actually a part of canvas awareness project..
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Was using draw-type when drawing BGE collision bounds.
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Would clamp value ranges in UI when outside hard coded range.
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Removed all references of deprecated texture shader. Also deleted
several lines of dead code.
Since texture_shader.py no longer does what it was supposed to do,
the file itself was removed.
Patch reviewed by Tamito Kajiyama (kjym3).
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lines in Cycles.
This is a regression introduced by rBd8b00a3bf5c1 (Freestyle: memory
consumption optimization in stroke rendering).
The issue was caused by uninitialized MPoly::mat_nr values. Before the
stroke rendering optimization, individual Freestyle strokes were
represented by distinct mesh objects, and thus MPoly::mat_nr was left
unset (i.e., was always zero). Now that the stroke rendering optimization
has been done and mesh objects may represent multiple strokes of different
materials, MPoly::mat_nr had to be properly set to the material index that
refers to the material of the poly face.
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Relying on user-count of 1 wasn't reliable because of custom-bones.
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